bizzare slow motion gameplay
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@ -16,14 +16,15 @@ WorkerDescription{
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//up to three frames in flight, dropping new frame requests when all three are busy, and dropping output frames when one renders out of order
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pub fn new<'a>(
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scope:&'a std::thread::Scope<'a,'_>,
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mut graphics:crate::graphics::GraphicsState,
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mut config:wgpu::SurfaceConfiguration,
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surface:wgpu::Surface,
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device:wgpu::Device,
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queue:wgpu::Queue,
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)->crate::compat_worker::INWorker<'a,Instruction>{
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)->crate::worker::INWorker<'a,Instruction>{
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let mut resize=None;
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crate::compat_worker::INWorker::new(move |ins:Instruction|{
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crate::worker::INWorker::new(scope,move |ins:Instruction|{
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match ins{
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Instruction::GenerateModels(indexed_model_instances)=>{
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graphics.generate_models(&device,&queue,indexed_model_instances);
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@ -67,4 +68,4 @@ pub fn new<'a>(
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}
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}
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})
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}
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}
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@ -23,11 +23,11 @@ pub enum Instruction{
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//Graphics(crate::graphics_worker::Instruction),
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}
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pub fn new(mut physics:crate::physics::PhysicsState,mut graphics_worker:crate::compat_worker::INWorker<crate::graphics_worker::Instruction>)->crate::compat_worker::QNWorker<TimedInstruction<Instruction>>{
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pub fn new<'a>(scope:&'a std::thread::Scope<'a,'_>,mut physics:crate::physics::PhysicsState,graphics_worker:crate::worker::INWorker<'a,crate::graphics_worker::Instruction>)->crate::worker::QNWorker<'a,TimedInstruction<Instruction>>{
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let mut mouse_blocking=true;
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let mut last_mouse_time=physics.next_mouse.time;
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let mut timeline=std::collections::VecDeque::new();
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crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
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crate::worker::QNWorker::new(scope,move |ins:TimedInstruction<Instruction>|{
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if if let Some(phys_input)=match &ins.instruction{
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Instruction::Input(input_instruction)=>match input_instruction{
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&InputInstruction::MoveMouse(m)=>{
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@ -113,10 +113,11 @@ pub enum Instruction{
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}
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match ins.instruction{
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Instruction::Render=>{
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graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.next_mouse.pos)).unwrap();
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let _=graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.next_mouse.pos));
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},
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Instruction::Resize(size,user_settings)=>{
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graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
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//block!
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graphics_worker.blocking_send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
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},
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Instruction::GenerateModels(indexed_model_instances)=>{
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physics.generate_models(&indexed_model_instances);
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20
src/setup.rs
20
src/setup.rs
@ -232,20 +232,22 @@ impl SetupContextSetup{
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let (window,event_loop,setup_context)=self.into_split();
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//dedicated thread to ping request redraw back and resize the window doesn't seem logical
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let window=crate::window::WindowContextSetup::new(&setup_context,window);
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//the thread that spawns the physics thread
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let window_thread=window.into_worker(setup_context);
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println!("Entering event loop...");
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//but here I am doing it
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let root_time=std::time::Instant::now();
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run_event_loop(event_loop,window_thread,root_time).unwrap();
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std::thread::scope(|s|{
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let window=crate::window::WindowContextSetup::new(&setup_context,window);
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//the thread that spawns the physics thread
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let window_thread=window.into_worker(s,setup_context);
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println!("Entering event loop...");
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run_event_loop(event_loop,window_thread,root_time).unwrap();
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});
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}
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}
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fn run_event_loop(
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event_loop:winit::event_loop::EventLoop<()>,
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mut window_thread:crate::compat_worker::QNWorker<TimedInstruction<WindowInstruction>>,
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window_thread:crate::worker::QNWorker<TimedInstruction<WindowInstruction>>,
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root_time:std::time::Instant
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)->Result<(),winit::error::EventLoopError>{
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event_loop.run(move |event,elwt|{
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@ -300,4 +302,4 @@ fn run_event_loop(
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_=>{}
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}
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})
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}
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}
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@ -16,7 +16,7 @@ struct WindowContext<'a>{
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screen_size:glam::UVec2,
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user_settings:crate::settings::UserSettings,
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window:winit::window::Window,
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physics_thread:crate::compat_worker::QNWorker<'a, TimedInstruction<crate::physics_worker::Instruction>>,
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physics_thread:crate::worker::QNWorker<'a,TimedInstruction<crate::physics_worker::Instruction>>,
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}
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impl WindowContext<'_>{
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@ -194,9 +194,9 @@ impl WindowContextSetup{
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}
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}
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fn into_context<'a>(self,setup_context:crate::setup::SetupContext)->WindowContext<'a>{
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fn into_context<'a>(self,scope:&'a std::thread::Scope<'a,'_>,setup_context:crate::setup::SetupContext)->WindowContext<'a>{
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let screen_size=glam::uvec2(setup_context.config.width,setup_context.config.height);
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let graphics_thread=crate::graphics_worker::new(self.graphics,setup_context.config,setup_context.surface,setup_context.device,setup_context.queue);
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let graphics_thread=crate::graphics_worker::new(scope,self.graphics,setup_context.config,setup_context.surface,setup_context.device,setup_context.queue);
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WindowContext{
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manual_mouse_lock:false,
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mouse:crate::physics::MouseState::default(),
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@ -204,13 +204,13 @@ impl WindowContextSetup{
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screen_size,
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user_settings:self.user_settings,
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window:self.window,
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physics_thread:crate::physics_worker::new(self.physics,graphics_thread),
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physics_thread:crate::physics_worker::new(scope,self.physics,graphics_thread),
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}
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}
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pub fn into_worker<'a>(self,setup_context:crate::setup::SetupContext)->crate::compat_worker::QNWorker<'a,TimedInstruction<WindowInstruction>>{
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let mut window_context=self.into_context(setup_context);
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crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<WindowInstruction>|{
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pub fn into_worker<'a>(self,scope:&'a std::thread::Scope<'a,'_>,setup_context:crate::setup::SetupContext)->crate::worker::QNWorker<'a,TimedInstruction<WindowInstruction>>{
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let mut window_context=self.into_context(scope,setup_context);
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crate::worker::QNWorker::new(scope,move |ins:TimedInstruction<WindowInstruction>|{
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match ins.instruction{
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WindowInstruction::RequestRedraw=>{
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window_context.window.request_redraw();
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@ -240,4 +240,4 @@ impl WindowContextSetup{
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}
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})
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}
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}
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}
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